RimWorld

RimWorld

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EVA Core - Redux (Continued)
   
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
13.388 MB
Jan 5, 2022 @ 10:09am
Feb 17 @ 9:45pm
21 Change Notes ( view )

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EVA Core - Redux (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
501 items
Description
Original mod by PixiePie
https://steamcommunity.com/sharedfiles/filedetails/?id=2414478430
If the original author requests it, I will remove this update.

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(Changed from original mod: Added SOS2 EVA tags to armor, added pawn namer, added braineater zombie from unused textures, armor and helmet can now be dyed)

More info, artwork, etc. on original mod page.

Compatibility with Gunplay (once a separate mod) is now implemented.

1.3 only: JecsTools, EnableOversizedWeapon, or Vanilla Expanded Framework is needed to render some guns at the size the original modder intended, but is no longer a hard requirement.

Supports "Elite Bionics Framework"
https://steamcommunity.com/sharedfiles/filedetails/?id=1665403571

If you run "Automatons (Continued)", EVA will have Automatons in their forces.
https://steamcommunity.com/sharedfiles/filedetails/?id=2868725635

Not compatible with Combat Extended. I don't use it, but if someone whips up a patch I'll include it.

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Original mod notes (1.2):

Adds an advanced hostile faction to the game.

Short overview
-permanently hostile spacer faction
-combat power compared to the Empire and mechanoids
-2 human and 2 zombie raid types
-they never flee
-most of units are slow but well-armored
-the gear is not craftable
27 Comments
Zaljerem  [author] Jan 9 @ 1:36pm 
Hi, thanks again for all your support and apologies for the late reply. I just pushed an update fixing a bunch of little things, but I missed that one. I will tone it down in the next update.
Kihtan Jan 17, 2024 @ 11:49am 
Hi, me again. I noticed another thing about the lancers aggression amplifiers. The give a chance a driving the user berserk. It makes sense, but they keep going crazy before even reaching my pawn's, and doing a lot of friendly fire, especially with the purifier's. Although hilarious it kinda makes it too easy, is it possible to just reduce the chance of the amplifier of driving the pawn crazy, so the don't preemptively kill each other?
Kihtan Oct 31, 2023 @ 11:34am 
Thanks. You keeping the old classics alive!
Zaljerem  [author] Oct 31, 2023 @ 8:23am 
Existing pawns will probably be messed up still, I verified new pawns were correct. I will double-check.
Kihtan Oct 31, 2023 @ 8:16am 
No prob. Although even after it updated and i turn the mod off and on nothing changed. Maybe it needs a new game to take effect. Did it change for you? All of the lancers i had were all still at 50% pain (severe).
Zaljerem  [author] Oct 31, 2023 @ 6:13am 
Updated. Thanks again!
Zaljerem  [author] Oct 31, 2023 @ 5:39am 
Thanks for the report, I'll fix that immediately.
Kihtan Oct 31, 2023 @ 5:32am 
Hi. I think i found not so much a bug as a mix up. The agression amplifiers that the lancers have seem to increase pain sensitivity instead of, logically, decreasing it. I have captured some lancers after they attacked me and fully healed them from fressh wounds, but they are all in severe pain because of old scars. Probably because the "Pain" feature is +50 instead of -50?
Zaljerem  [author] Mar 12, 2023 @ 9:01am 
Thanks for the report! I've just pushed an update to fix the issue.
Kihtan Mar 12, 2023 @ 5:50am 
Hi, noticed a bug. Their close combat stun lances don't appear in any list. I undresed one of them before death and then could not get rid of the lance because neither the smelter nor the cremator with the destroy things mod recognised the stun lance as a thing that can be interacted with. Couldn't even haul it away because no stockpile acnowleged it. Had to destroy it vie developer mode.